Here is a tricky thing. I try to add an ability to the Mothership core. When the ability is activated, the Mothership core lowers itself down to the ground. It can not move or do anything when it is in "ground mode". Just like a Warp Prism changes mode.
Questions:
1) Can this ability be created WITHOUT having two versions of the Mothership core?
2) Is it possible to make a smooth animation that is played when the ability is activated? (The Mothership core just lower itself slowly to the ground)
Check Graviton Beam, Maar's Graviton Prison, Maar's Psionic Shockwave, Loki's Liftoff or any of the others I can't remember right now.
Basically there's a field to control gameplay height on both Buff Behaviors and Modify Unit Effects, including a transition time (linear transition). Then there's missile Movers and all the crazy visual-only stuff you can do with actors, but that's overkill for your request.
What you will want to do is have your ability apply a behavior that uses modification - height and modification - height time to lower the mothership core to the ground.
Hint: the first index of height time is how long it takes to change the height, and the second index is how long it takes to change it back. A value between 1 and 2 seconds would probably make it look pretty smooth.
Ah ok, thanks for your quick replies. I aim to make it as simple as possible. (Mainly because I am not so good at the editor)
Here is the effect-chain I assume can be used:
- "Ability instant" linked to a apply behavior that targets the caster. The behavior disables movement speed. In that behavior I modifiy the height and height time. The behavior will be on the Mothership core until another ability is activated, which is linked to a "remove behavior", uhm.. hmm
You can use a Behavior type ability, and under Stats: Flags check "Toggle". That's how Terran cloaking works.
The first step to doing anything in the editor is to sit back, and think if anything in the core game files already does something conceptually similar to what you're trying to achieve. In most cases finding such an object will immediately tell you the kind of setup needed as well as the correct syntax for using it.
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Here is a tricky thing. I try to add an ability to the Mothership core. When the ability is activated, the Mothership core lowers itself down to the ground. It can not move or do anything when it is in "ground mode". Just like a Warp Prism changes mode.
Questions:
1) Can this ability be created WITHOUT having two versions of the Mothership core?
2) Is it possible to make a smooth animation that is played when the ability is activated? (The Mothership core just lower itself slowly to the ground)
All words of wisdom are welcome!
Check Graviton Beam, Maar's Graviton Prison, Maar's Psionic Shockwave, Loki's Liftoff or any of the others I can't remember right now.
Basically there's a field to control gameplay height on both Buff Behaviors and Modify Unit Effects, including a transition time (linear transition). Then there's missile Movers and all the crazy visual-only stuff you can do with actors, but that's overkill for your request.
@Kabelkorven: Go
What you will want to do is have your ability apply a behavior that uses modification - height and modification - height time to lower the mothership core to the ground.
Hint: the first index of height time is how long it takes to change the height, and the second index is how long it takes to change it back. A value between 1 and 2 seconds would probably make it look pretty smooth.
Ah ok, thanks for your quick replies. I aim to make it as simple as possible. (Mainly because I am not so good at the editor)
Here is the effect-chain I assume can be used:
- "Ability instant" linked to a apply behavior that targets the caster. The behavior disables movement speed. In that behavior I modifiy the height and height time. The behavior will be on the Mothership core until another ability is activated, which is linked to a "remove behavior", uhm.. hmm
how does this sound? :p
You can use a Behavior type ability, and under Stats: Flags check "Toggle". That's how Terran cloaking works.
The first step to doing anything in the editor is to sit back, and think if anything in the core game files already does something conceptually similar to what you're trying to achieve. In most cases finding such an object will immediately tell you the kind of setup needed as well as the correct syntax for using it.